Earth Golem (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Earth Golem[edit]

Medium construct, unaligned


Armor Class 17 (Natural Armor)
Hit Points 85 (10d8 + 40)
Speed 50 ft., climb 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 18 (+4) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Dex +7, Con +8
Skills Athletics +6
Damage Vulnerabilities lightning
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 9
Languages understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)


Endurance. When the earth golem is targeted by an area effect that lets it make a Constitution saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

Ninja Speed. The earth golem can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Unliving. The earth golem is not alive in its own right. One creature within 90 feet capable of using Earth Style must control it until the beginning of their next turn as an action for 1 chakra. If two creatures attempt to control it, the second creature must attempt a Constitution saving throw with a DC equal to the first creature's jutsu saving throw DC, controlling it on a success. If the earth golem is not being controlled, it is unconscious.

Chakra Conduit. The chakra costs of the earth golem's actions must be fulfilled by the creature controlling it, and any saving throws they incur have a DC equal to their controller's jutsu saving throw DC.

Immutable Form. The earth golem is immune to any spell or effect that would alter its form.

Magic Resistance. The earth golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The earth golem's weapon attacks count as magical for the sake of overcoming resistances.

ACTIONS

Multiattack. The earth golem can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Body Flicker (2 Chakra). The earth golem's movement speed doubles, and its movement does not provoke attacks of opportunity.

Boulder Wave (3 Chakra). As part of the same action that the earth golem was created on, one creature within 5 feet of it must attempt a Dexterity saving throw. On a failure, they fall prone as the golem's hand forms first, tripping them in the process.

Detachment Area Strike (3 Chakra). As part of the same action that the earth golem was created on, it makes a single unarmed strike.

Earth Flattener (5 Chakra). Any difficult terrain within 10 feet of the golem becomes normal terrain as it slams down both of its palms, flattening its surroundings.

Stone Prayer (2 Chakra). As part of a successful unarmed strike, the earth golem attempts to grapple the creature as it claps its hands together around the target.


Earth_Golem.png
A earth golem hanging upsidedown, [Source]

A technique passed down from the Tsuchikage for generations, earth golems were the Stone Village's attempt to field as few shinobi as possible while achieving as much, if not more, combat objectives. While incomplete until after Onoki's reign, coming to fruition in the Akuta, they greatly helped fend off their enemy's puppet masters during the first three shinobi world wars.



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